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Explain to me the logic of SK elevators.

13 Antworten [Letzter Beitrag]
Do, 08/25/2016 - 10:37
Bild des Benutzers Raven-Tail
Raven-Tail

The core is down RIGHT?
So when you ENTER the next depth, you go down before, but then you come up after?
If you click quit upon that elevator, you go up.

It makes no sense, I beleive elevators need a bit of re-work for directions.
2/3 Directions are correct.
One more to go!
*claps*
Anyways, if you see this as a suggestion please do move it. :)

Do, 08/25/2016 - 10:59
#1
Bild des Benutzers Bopp
Bopp
huh?

Yes, the core is down. Depth 0 is shallower than depth 29. When you go from depth 5 to depth 6 (for example), the elevator shows you going down. When you abandon your mission on depth 21 and return to Haven, the elevator shows you going up. Everything makes sense to me, but maybe I've missed your point.

Do, 08/25/2016 - 11:14
#2
Bild des Benutzers Raven-Tail
Raven-Tail
The point is one of these

The point is one of these scenes is incorrect, I'm saying after you go down depth 5, and after loading screen It seems that the elevator is going up after you load in.
Eh maybe its my imagination. >.>

Do, 08/25/2016 - 11:43
#3
Bild des Benutzers Umbra-Lunatis
Umbra-Lunatis

i want a horizontal elevator that's compounded with a "minecart shootout" type level. Kinda like that pirate island in Spirit Tracks.

Do, 08/25/2016 - 12:58
#4
Bild des Benutzers Jazzberry-Jam
Jazzberry-Jam
My attempt to clear up confusion

Here's what i think Raven-Tail wanted to say:

Right after the loading screen of a dew depth, you are seen standing on the elevator, your character blinking invulnerable. But, as soon as that shows, it also shows kind of a bit of dust and movement from the elevator.

Which can be easily interpreted as the elevator had just finished moving up and settling on that depth.

But then again, it can easily be interpreted the normal way too.

It's just an animation that can be seen from multiple angles.

Fr, 08/26/2016 - 11:49
#5
Bild des Benutzers Fangel
Fangel
actually

Alright so there's actually a bit more to this.

If you've got crazy loading times like myself, there's actually a spawn animation for the elevator. This animation consists of the little squares (that, in the going up animation, lunge upwards to create a railing for the elevator to slide up) going down. This means that the elevator was connected to a floor above, and it simply lowered the bars down to normal levels upon hitting the new level.

Thus, the dust settling that happens after is actually the elevator landing at its location, not going up to its location.

Mo, 09/12/2016 - 06:59
#6
Bild des Benutzers Hexzyle
Hexzyle
Sorry for the bump, just reading over old stuff

I made a thing. Here it shows you going up, but it doesn't take much imagination to see that the mechanical systems of the elevator work both ways and the dust is from the safety rails and guide rails retracting back into the floor.

Mo, 09/12/2016 - 07:31
#7
Bild des Benutzers Hypo-Valence
Hypo-Valence
I love your gif!

I tried reversing it and it looks pretty explanatory too.

http://im.ezgif.com/tmp/ezgif-3285411524.gif

Mo, 09/12/2016 - 07:41
#8
Bild des Benutzers Corporal-Shade
Corporal-Shade
Hello Darkness, my Old Friend.

I tried reversing it and it looks pretty explanatory too.

Seems legit m8

Mo, 09/12/2016 - 09:23
#9
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Hypo-Valence
I try

Low-effort Man to the rescue~

*trips over a BTB*

Mo, 09/12/2016 - 09:38
#10
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Melonfish
The skyboxes.

What I would like to know is how long in-universe it would realistically take to travel via the elevator between one depth and the next in general. The Clockworks are sufficiently massive enough to imagine that it could take several minutes of descent.

I recall there being a thread discussing the approximated estimate of the actual scale of a dome (for example Aurora Isles, with the faked sky scenery and sun lighting entity). I would like to request the help of anyone to resurface it for reference.

Mo, 09/12/2016 - 11:07
#11
Bild des Benutzers Bopp
Bopp
this one?

http://forums.spiralknights.com/en/node/24841

Has Nick commenting on the skybox, the domes, etc.

Mo, 09/12/2016 - 19:13
#12
Bild des Benutzers Melonfish
Melonfish
Insightful, but sadly this is not the one.

I have found it.

http://forums.spiralknights.com/en/node/96064

Do, 09/15/2016 - 05:32
#13
Bild des Benutzers Flash-Flire
Flash-Flire
Hmm.

If there is an animation beforehand, why not just make the animation appear client-side as soon as you load in?
That would clear up the confusion entirely (even though I always just assumed the elevator just kinda drops in and...I dunno, the bars on the side get pulled up?).
Surely it wouldn't be too much trouble to do, right?

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